﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.RenderTargetFlags
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

using System;

#nullable disable
namespace UnityEngine.Rendering
{
  /// <summary>
  ///   <para>This enum describes optional flags for the RenderTargetBinding structure.</para>
  /// </summary>
  [Flags]
  public enum RenderTargetFlags
  {
    /// <summary>
    ///   <para>No flag option (0).</para>
    /// </summary>
    None = 0,
    /// <summary>
    ///   <para>The depth buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the depth buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats.</para>
    /// </summary>
    ReadOnlyDepth = 1,
    /// <summary>
    ///   <para>The stencil buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the stencil buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats.</para>
    /// </summary>
    ReadOnlyStencil = 2,
    /// <summary>
    ///   <para>Both depth and stencil buffers bound for rendering may be bound as samplable textures to the graphics pipeline: some platforms require the depth and stencil buffers to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats.
    ///           This flag is a bitwise combination of RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil.</para>
    /// </summary>
    ReadOnlyDepthStencil = ReadOnlyStencil | ReadOnlyDepth, // 0x00000003
  }
}
